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CR 3 (800 XP)
Always CN Small outsider (chaotic, extraplanar (Negative), incorporeal)
Init +4; Senses darkvision 60 ft., lifesense; Perception +7
AC 15, touch 15, flat-footed 11 (Dex +4, Size +1)
hp 34 (4d10+12)
Fort +7, Ref +8, Will +1
Defensive Abilities incorporeal, natural invisibility, negative energy affinity
Immune magic
Speed Fly 40 ft. (perfect)
Special Attacks control rage
Spell-Like Abilities (CL 4th; concentration +3):
At will—death knell (DC 10), deathwatch

Str —, Dex 19, Con 17, Int 1, Wis 11, Cha 8
Base Atk +4; CMB +7; CMD 17

Feats Ability Focus (Control Rage)
Skills Fly +15, Perception +7
Environment Any
Organization Solitary
Treasure None
Special Abilities

Control Rage (Su): A trilloch can inspire rage in all living creatures within 30 feet at will. Each creature gains a +4 morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and a -4 penalty to AC. While raging, a creature is compelled to physically attack any other creature in melee range of it as per confusion. This effect is otherwise identical to a barbarian's rage ability, except that the subjects aren't fatigued at the end of the rage. If a creature has the rage ability and its bonuses when raging are greater than those given here, use its other bonuses instead. This is a mind-affecting compulsion effect.

An affected creature can attempt to end its rage each round by making a DC 13 Will save; once a creature passes a Will save, they can no longer be affected by that trilloch's control rage ability for the next 24 hours. The trilloch can end the rage for any number of creatures prematurely, without affecting other raging creatures. A trilloch always ends the rage for a creature who has taken enough damage to fall unconscious upon the end of the rage. The save DC is Charisma-based.

This effect lasts for as long as the trilloch concentrates on it.

Death Knell (Sp): At will, a trilloch can cast death knell on all creatures within 30 feet. The trilloch gains no hit points or other benefit from the death knell.

Immunity to Magic (Ex): A trilloch is immune to most spells or spell-like abilities that allow spell resistance, except the following: Detect magic, detect undead, and deathwatch reveal the location of the trilloch to the caster. Death ward (and any other spells that grant immunity to negative energy) protects a creature from a trilloch's control rage and death knell abilities. Holy word and banishment (and any similar effects) return it to the Negative Energy Plane. Any spells that involve positive or negative energy affect a trilloch as normal.


  • Planescape Monstrous Compendium III, pp.108-109
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